Nights of the Kindred

Supernatural Potency

All Supernatural Templates have a Supernatural Advantage that determines their raw power and defense against supernatural affects, collectively called Supernatural Potency. For Vampires, this is called Sanguinus; for Werewolves, this is Vicious Impulse; for Changelings, this is Wyrd; for Mages, this is Gnosis, for Awakened, this is Conviction; for Scions, this is Dominion, and for Wraiths, this is Psyche.

XP Costs
The XP cost to raise any Supernatural Potency is 8 x new dots. You can only increase the number of dots one at a time. There may be other ways to increase Potency, but this can vary for each one.

Mechanics:
Regardless of the Supernatural Template, all Supernatural Potency operate identically, as follows:

Supernatural Potency

Pool Size

Vitality and Supernatural Energy
expenditure per turn

Trait Maximum

Favored Traits Maximum

Supernatural Abilities Cap

Favored Supernatural Abilities Cap

Maximum Karma

Karma bonus

0

Based off of Stamina

1

4

5

0

1

10 + Hope + Peace

+3

1

11

1

5

6

1

2

11 + Hope + Peace

+3

2

12

2

5

6

2

3

12

+ Hope

+ Peace

+3

3

13

3

5

6

3

4

13

+ Hope

+ Peace

+4

4

14

4

5

6

4

5

14

+ Hope

+ Peace

+4

5

15

5

5

6

5

5

15

+ Hope

+ Peace

+4

6

20

6

6

7

5

5

16

+ Hope

+ Peace

+5

7

25

8

7

8

5

5

17

+ Hope

+ Peace

+5

8

30

10

8

9

5

5

18

+ Hope

+ Peace

+6

9

40

12

9

10

5

5

19

+ Hope

+ Peace

+6

10

50

15

10

10

5

5

20

+ Hope

+ Peace

+6

Passive Effects of Supernatural potency
• Resistance: Supernatural potency gives the character a boost to any reaction roll made to combat more coercion, by granting bonus dice against attempts at intimidation, seduction, torture, mind control, and so on. The character’s Supernatural potency score is added as bonus dice to such rolls.

• Vitality and Supernatural Energy expenditure per turn: At Character Creation, a Character may only ever spend 1 Vitality or Supernatural Energy point a turn. That is to say the character may only spend one Vigor or one Willpower or one Vitae. Starting at a Supernatural potency rating of two, the character gains the ability to spend multiple points of Vitality or Supernatural Energy each turn. This ability comes with some restrictions. A character may only spend Vitality or Supernatural Energy to produce any one specific effect, and cannot spend Vitality to gain the same effect multiple times. So, if a character with Supernatural potency 3 spends a point of Willpower to gain a +3 to a Mind-based roll, she may not spend another Willpower to gain a total of +6.